You cannot create new characters in Wizardry III. You must transfer existing characters from
either Wizardry I or Wizardry II. However, because the special items in Wizardry II can be used to
build very high-level characters, in order to create the challenge of a new game, all transferred
characters are reset to level 1! In addition, hit points are lowered to a level 1 amount (such as
8), all items are deleted, and only 500 gold can be transferred. Spells are reset to level 1, only
in the current class; learned spells in old classes are forgotten. Virtue points are also trimmed.
See also below about alignment adjustments.

Alignments

The Legacy process at the Training Grounds accomplishes this after your characters are
transferred. One effect of the Legacy process is that you can select a new alignment for your
characters (among allowed alignments for your class). Unfortunately, this means that your Good
Ninja or Evil Lord is reset to their normal alignment. Your will also find that certain levels of
the dungeon are accessible to only Evil or non-Evil character parties. Also note that at least
one non-Neutral party member is required (see below). It would be a waste of time
to create two character parties in order to meet these requirements. Instead, please see the
Building a Party and Cheats sections of the Wizardry I
Walkthough for instructions on changing alignments and traveling with mixed parties.

Step By Step

After you have transferred you characters and completed the legacy process (see above), you are
ready to build experience in the dungeon. This is best accomplished by working your way more and
more towards the stairs to levels 2 and 3. Levels 3 and 5 are only accessable by an Evil party,
while levels 2 and 4 are only accessable to a non-Evil party. If you try to go to a level that your
party is prohibited from, you are teleported to the castle. This can be used for a quick trip home.

Note that you can both change alignments and travel with mixed alignment parties by following
the instructions in the Wizardry I Walkthough. It is
recommended to start with a Good party because levels 2 and 4 are easier than levels 3 and 5. Once
you are strong enough to travel safely through level 1 past the Moat Monsters and through the High
Corsair to the stairs, proceed to level 2. You can then proceed through half of level 2, answer a
riddle ("Air"), and climb to level 4. You will then work through level 4 to a chute back
down to level 2. It takes some time to build up a party that can make it to the chute.

Back on level 2 you need to answer another riddle ("Abdul sent you"). You can then
explore and find the Staff of Earth and the Amulet of Air (by defeating Po'le). Once you have these
two items you are finished with level 2. Once you have obtained the item Ship in Bottle, you can
travel through the lake on level 1 to the stairs that lead directly to levels 4 and 5. On level 4
you will need to get the Crystal of Evil by defeating Delf and his minions. At this point you are
finished with levels 2 and 4, so you can convert your party to Evil in order to access levels 3 and 5.

On level 3 you can trade a Broadsword for a Gold Medallion, which is next traded for Holy Water.
You are then done with level 3. On level 5 you need to get the Crystal of Good by defeating some
crusaders. You also need the Rod of Fire. The Rod of Fire is within the Temple of Fung, whose
inhabitants are perhaps the toughest stretch of opponents in the game.

You are now ready for level 6, which is accessed by answering a riddle on either level 4
("Fire") or level 5 ("Chariot"). Have the same character, holding both the Evil
and Good Crystals, equip and invoke their powers (this character cannot be Neutral).
This will create the Neutral Crystal. On level 6 you need the Neutral Crystal to pass the dragon L'Kbreth:

Screenshot by John Hubbard
Click to Enlarge

You can then answer the riddle (at LVL6 19E 17N) in front of the orb ("Death"), and
trade the Neutral Crystal for the orb. Take the orb back to the castle and you have won the game!